For this I will use my favourite dreadnaught the Sovereign class (15 000m long)
Obviously these ships are massively different than the norm, I would assume that the super laser is removed as well as the
massive power generators for it.
The ship also have five gravity well projectors, these too I suspect will have to go.
I also take it for granted that the armament is reduced to at least a minimum.
I suspect the repair and construction facilities of the ship is something close to this
http://starwars.wikia.com/wiki/Type_II_Orbital_Repair_Yard
The length is 1200 meters, so I would size it about the same as a star destroyer.
The Kuat Drive Yards Type II Orbital Repair Yard, also known as a Type II Orbital Yard, a Type II Orbiting Repair Yard,
or a type two shipyard, was a class of space station designed to build and repair Imperial warships.
1200 meters to me is not too much to build into such a massive ship, but odds are the ship holds more than of these.
The crew I assume would predominantly be technicians with the onboard support of fleet regiment and stormtroopers.
Possibly the same starfighter compliment, but replacing the ground assult compliments for more cargo space for repair yard supplies.

As a huge and maybe a little fan of modifications and customizations, I cam to wonder and think.
One Type II Orbital Repair Yard, stated having construction capabilities as wel as repair and modification capabilities.
At a mere 1200 meters I would not be above a ship of this size being constructed as a fleet carrier, replacing the superlaser and other weaponry
leaving only two of the five gravity wells, as wel as reduced number of gunnery emplacements.
While adding the one repair yard, and hangars.
having done the math roughly a hangar 350m long, 350m wide and 100m high is enough space to store 6 raider corvettes, using repulsor/anti gravity
or 75m height and use the landing gear, though then needing two decks pr 6 corvettes.

Given the size of the Sovereign class 15000 m I see no problem allowing for 4 to 6 hangars as described above, in addition to the repair yard and
it's hangars and storage space.

Is this modification, aka a combined super carrier for small capital ships max 300m long and repair yard making it a sustained operations base
with the 5 year consumables and at least enough cargo/supplies to manage emergency combat repairs.
Adding one or two transports and escorts to the ship's fleet ( not carried internally though depending on the ships I wouls argue they too coule be)
to maintain at least a minimal flow of resupply.

Seeing that the Empire did experiment would this (not conseidering the need but the capability) be beyond the empire's capablities to make?
Any thoughts?

I have difficulty picturing the Empire using something as massive and powerful as a Super Star Destroyer as a support platform. I’m sure it could also serve that function, in addition to all of its combat capabilities, but taking a warship like that and turning it into a dedicated repair platform would be a colossal waste._________________"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

I have difficulty picturing the Empire using something as massive and powerful as a Super Star Destroyer as a support platform. I’m sure it could also serve that function, in addition to all of its combat capabilities, but taking a warship like that and turning it into a dedicated repair platform would be a colossal waste.

I agree, unless it is some sort of super hybrid.

Some of the repair docks, are by them self not much larger than the regular star destroyers.

I have no issues really in seeing a ship this big having at least moderate maybe advanced repair options for the smaller vessels.

I just don't understand why you would use a Star Destroyer or Super Star Destroyer design on something like a forward mobile repair base. You do have some EU background for that, though - you're essentially reinventing http://starwars.wikia.com/wiki/Mobile_repair_base , the Mobile Repair Base.

One might argue that the repair base's primary job is to repair larger vessels enough that they can be sent back for refit - so basically space duct tape it together, slap a replacement hyperdrive on it, make sure that they have a couple of tows onboard or at least some sublight drive capacity, and kick 'em off; preferably with a skeleton crew or crew with walking wounded onboard.

You might also have a refit and rearm function, where you just repair as many turbolasers and missile launchers as possible, and top up the magazines. It would usually be handled by supply vessels; but if you're elbow deep in other repair work you might as well rearm the (other) parts of the vessel.

Most of this sounds like a job for something like a Golan VIII rather than an actual Super Star Destroyer. It's mobile - ish - it has some defenses, it can handle quite a lot of traffic, and it is far cheaper than a Super Star Destroyer.

If you're working on capital ships, you likely don't want to enclose the entire deal - that would be impractical. Something like a large, inflatable tent (in order to provide some atmosphere so that you avoid unintended cold welding, for instance) is much more likely. Repair barges, for instance, were mentioned in Thrawn. There's also the mobile astromech repair station, from Rogue Planet. And the Type II Orbital Repair Yard, http://starwars.wikia.com/wiki/Type_II_Orbital_Repair_Yard

I just don't understand why you would use a Star Destroyer or Super Star Destroyer design on something like a forward mobile repair base. You do have some EU background for that, though - you're essentially reinventing http://starwars.wikia.com/wiki/Mobile_repair_base , the Mobile Repair Base.

One might argue that the repair base's primary job is to repair larger vessels enough that they can be sent back for refit - so basically space duct tape it together, slap a replacement hyperdrive on it, make sure that they have a couple of tows onboard or at least some sublight drive capacity, and kick 'em off; preferably with a skeleton crew or crew with walking wounded onboard.

You might also have a refit and rearm function, where you just repair as many turbolasers and missile launchers as possible, and top up the magazines. It would usually be handled by supply vessels; but if you're elbow deep in other repair work you might as well rearm the (other) parts of the vessel.

Most of this sounds like a job for something like a Golan VIII rather than an actual Super Star Destroyer. It's mobile - ish - it has some defenses, it can handle quite a lot of traffic, and it is far cheaper than a Super Star Destroyer.

If you're working on capital ships, you likely don't want to enclose the entire deal - that would be impractical. Something like a large, inflatable tent (in order to provide some atmosphere so that you avoid unintended cold welding, for instance) is much more likely. Repair barges, for instance, were mentioned in Thrawn. There's also the mobile astromech repair station, from Rogue Planet. And the Type II Orbital Repair Yard, http://starwars.wikia.com/wiki/Type_II_Orbital_Repair_Yard

I sort of envisioned that when these size ships was used as forward repair bases as explained in the mobile repair base link, that IF this was done it was at minimal cost of combat capabilities , like sacrificing the superlaser and power reactors and actually build something like the type II into the vessel, providing internal space for some limited production and construction of vessels, though mainly repairs and refittings.

I can see a combat role for such a ship, being held back, enough guns and armor to hold it's own against most things still.
Damaged ships being dragged by the ship's obviously added number of tractor beams as well as smaller retrieval craft and tug pulling the damaged vessels to the repair yard.

After all the dimensions of the type II are "small" enough to fit inside, even several of them, and still at a relative cheap cost of combat ability.

reducing this to 2 GW, 150 TB, 100IC, 150 TBL, 150 HL, and replace superlaser and reactors with type II.
Now you have mobile repair base, still more than capable, but without a superlaser and thus unlikely to be a command ship.

Like, I can see a SSD being a mobile repair yard, and even manufacturer for materiel... but I also see that as being part of what they DO. Like, already. They're loaded with their complement of smaller ships, but it would stand to reason that they also have construction and repair facilities for pretty much anything below capital class. Need some more TIE Fighters? Build them out of the spare parts you already have. Do your boys in engineering have a brilliant idea for a new variant on the AT-AT? Let them build it.

Heck, I wouldn't be surprised if an SSD was capable of servicing Capital scale ships, without being specifically outfitted as a repair ship... it's just so huge that its facilities will include things like that._________________"I’m telling you, you’ll never have a deeper sleep than curled up in a Wookie’s lap."
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/

Like, I can see a SSD being a mobile repair yard, and even manufacturer for materiel... but I also see that as being part of what they DO. Like, already. They're loaded with their complement of smaller ships, but it would stand to reason that they also have construction and repair facilities for pretty much anything below capital class. Need some more TIE Fighters? Build them out of the spare parts you already have. Do your boys in engineering have a brilliant idea for a new variant on the AT-AT? Let them build it.

Heck, I wouldn't be surprised if an SSD was capable of servicing Capital scale ships, without being specifically outfitted as a repair ship... it's just so huge that its facilities will include things like that.

I was looking at possible hangar dimensions for smaller capital ships like corvettes.

If we use the raider, we know it is 150m long, it is roughly 60 m wide and 30 meter high.

So a Hangar size 100m high, by 350m long and 350 m wide would be able to hols no less than 6-12 corvettes of that size, in storage, as for deplying and service 6 ( 12 total for storage)

If we look at the sovereign it is 15 000 meters long
I would not be above giving it 5-6 000 meter width and a height of about 3-4000 meters.

Room for a lot if build to facilitate a fleet.

Even hangar space for a star destroyer could be possible but not likely.

As you say, providing in the field repairs and re supply as well as constructing more "smaller" ships.

In many ways if built right I would even deem such a vessel more of a threat than the standard Soveregin.

A better solution would be one of the Deepdocks mentioned in the Imperial Sourcebook. Basically a modular, hyperspace capable shipyard, it can move itself to wherever it is needed, and configure its dock segments to fit the size and shape of the vessel needing repair. It's actually designed for the purpose in question and doesn't take a warship out of combat._________________"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

A better solution would be one of the Deepdocks mentioned in the Imperial Sourcebook. Basically a modular, hyperspace capable shipyard, it can move itself to wherever it is needed, and configure its dock segments to fit the size and shape of the vessel needing repair. It's actually designed for the purpose in question and doesn't take a warship out of combat.

You know, given the galactic ability to make atmosphere-containing forcefields, you might even be able to carry something like that shipped in a SD.

Drag them out, set them up around the ship you want to work with, and then zero-g around it, with the force fields keeping stuff from floating too far off, and maybe letting you have some light air pressure (to make it easier to work in less bulky gear).

I'm picturing tripodal structures that , when you assemble 6 of them, create a triangular prism to enclose your ship (you might be able to get away with fewer for smaller ships, but those can usually be brought into dock)._________________"I’m telling you, you’ll never have a deeper sleep than curled up in a Wookie’s lap."
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/

It has been mentioned elsewhere (the ISD write-up in the Star Wars Sourcebook, IIRC) that Star Destroyers do have an integral repair capacity, but something on the scale of a shipyard would be at least an order of magnitude greater in size and scope. It wouldn't just be the shipyard; there would also be workshops and component fabrication plants, raw materials storage, habitation and administration facilities for the staff and so on and so forth.

That's in addition to the sheer waste of tying down a VERY expensive warship to a single long-term mission (repairs on capital ships can take weeks or months, realistically) that effectively immobilizes it and renders it vulnerable to damage (the modular dock components will not stand up well to combat damage, and the bulk of towing around another capital ship will degrade speed and maneuverability).

Honestly, this is square peg and round hole territory. The features that make a warship a good warship are the same features that make it a poor modular transport (which is essentially what a mobile repair ship is), and trying to make it into one will be either an utter failure or ludicrously expensive, in addition to the massive expense of building a super star destroyer in the first place. Multi-role has some uses, but purpose-built will always be superior in others._________________"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

It has been mentioned elsewhere (the ISD write-up in the Star Wars Sourcebook, IIRC) that Star Destroyers do have an integral repair capacity, but something on the scale of a shipyard would be at least an order of magnitude greater in size and scope. It wouldn't just be the shipyard; there would also be workshops and component fabrication plants, raw materials storage, habitation and administration facilities for the staff and so on and so forth.

That's in addition to the sheer waste of tying down a VERY expensive warship to a single long-term mission (repairs on capital ships can take weeks or months, realistically) that effectively immobilizes it and renders it vulnerable to damage (the modular dock components will not stand up well to combat damage, and the bulk of towing around another capital ship will degrade speed and maneuverability).

Honestly, this is square peg and round hole territory. The features that make a warship a good warship are the same features that make it a poor modular transport (which is essentially what a mobile repair ship is), and trying to make it into one will be either an utter failure or ludicrously expensive, in addition to the massive expense of building a super star destroyer in the first place. Multi-role has some uses, but purpose-built will always be superior in others.

Looking at the section of super star destroyer variants, the mobile repair base is one of them, it does not state what thye and only a size between 3800 and 19 000m signifying the largest classes of ships, all dreadnaughts or larger.

While I agree with something like already having a working and possibly better versions, like the deep dock you mentioned.
However reading about this deep dock facility is only gives huge as size, making me think that the Mobile Repair base is in fact a deepdock, fitted inside a ship for better protection and mobility.
Given the enormous size of all these ships I can't see that having a dedicated super repair vessel is that strange.

The germans and others used battle tanks modified to sport cranes and bridge elements...........working perfect in their role, but being a bad tractor and a worse tank

Fine, whatever._________________"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

A better solution would be one of the Deepdocks mentioned in the Imperial Sourcebook. Basically a modular, hyperspace capable shipyard, it can move itself to wherever it is needed, and configure its dock segments to fit the size and shape of the vessel needing repair. It's actually designed for the purpose in question and doesn't take a warship out of combat.

You know, given the galactic ability to make atmosphere-containing forcefields, you might even be able to carry something like that shipped in a SD.

Drag them out, set them up around the ship you want to work with, and then zero-g around it, with the force fields keeping stuff from floating too far off, and maybe letting you have some light air pressure (to make it easier to work in less bulky gear).

I'm picturing tripodal structures that , when you assemble 6 of them, create a triangular prism to enclose your ship (you might be able to get away with fewer for smaller ships, but those can usually be brought into dock).

I've always assumed this kind of "can be set up" repair yard was one possible mission profile for the Loronar Strike Cruiser.. where one could be sent to a distressed ship to patch it together well enough to get it to a proper yard, kind of like the Repair and Engineering support cruisers seen in most hard scifi._________________"The universe is driven by the complex interaction between three ingredients: matter, energy, and enlightened self-interest."
G'Kar, Survivors (Babylon 5)

The Strike isn't really all that big compared to a lot of the other ships in-universe. The ImpSB does, however, offer another possibility. On page 108, under Force Technical Services, it states that the Evakmar-KDY Troop Transport is also used as a repair ship, providing transport for the repair personnel and all of their equipment. Now, no official stats for the Evakmar were ever published, but fractalsponge did a model here, and I followed up with some D6 stats here.

Another possibility, especially for non-Imperial forces needing a deep space repair capacity, would be the homebrew Mobile Depot Ship based on the KDY Super Container Transport._________________"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.